Atlantis Highlights in Engineering (AHE), volume 1 International Conference on Science and Technology (ICST 2018) Generating Two-Dimensional Platformer Game Levels from Storylines Pratama Wirya Atmaja1, Rizky Parlika2, Faisal Muttaqin3 Department of Informatics Universitas Pembangunan Nasional “Veteran” Jawa Timur Surabaya, Indonesia
[email protected] Abstract— Video game industry has been steadily growing as PCG’s future is quite promising and it has been researched and a lucrative entertainment business for decades. Alongside the implemented extensively. growth, consumer’s demand for bigger video games with more contents to explore and enjoy has also been on the rise. The A. Platformer Games demand naturally translates to higher development cost to developers of video games, and it is a problem that needs to be Platformer is one of the oldest and most popular video addressed. The state-of-the-art solution to the problem is a game genres ever. Not only is the genre still going strong procedural content generation (PCG), which allows video game among video game players [11], it has also been a fertile developers to generate game contents automatically as opposed to ground for research, including researches on PCG and even on by hand, therefore keeping the development cost as low as AI [12]. possible. One genre where PCG is especially seen as important is a two-dimensional platformer, and the most popular types of the One of the main challenges for the players of the genre is genre's content to be generated procedurally is gameplay level. In traversing some levels, each with an intricate design that this research, we tried to find a way to generate a two- involves the placements of platforms, obstacles, weapons, dimensional platformer level from a storyline that is meant to be power-ups, enemies, and other objects.